Leadwerks is the easiest way to make your own 3D games. With a rapid development pipeline, support for C++ and Lua programming, and plenty of learning materials, Leadwerks is the perfect platform for your next project.

  • ADVANCED GRAPHICS: Leadwerks brings AAA graphics to the masses, with hardware tessellation, geometry shaders, and a deferred renderer with up to 32x MSAA. Our renderer redefines realtime with image quality more like a cg render than real-time games of the past. The use of OpenGL 4.0 provides equivalent graphics to DirectX 11, with cross-platform support across operating systems.
  • CSG MAPPING TOOLS MAKE LEVEL DESIGN FUN: Build game levels from scratch right in our editor with constructive solid geometry. Our tools make it easy to sketch out your design and bring your ideas to life. Anyone can build their own game worlds in Leadwerks, without having to be an expert artist.

  • BUILT ON THE INDUSTRY STANDARD: At it's heart, Leadwerks is a C++ library of functions you can call at any time, in any order. Leadwerks uses industry-grade tools like Visual Studio and Xcode, so you'll be coding games like a pro.
  • INTEGRATED LUA SCRIPT EDITOR: We integrated Lua right into Leadwerks because of its proven track records in hundreds of AAA games including Crysis, World of Warcraft, and Garry's Mod. Lua integrates seamlessly with native code for rapid prototyping and instant control. The built-in debugger lets you pause your game, step through code, and inspect every variable in the program in real-time. Lua is perfect for beginners, and the integrated Just-In-Time (JIT) compiler ensures you can publish commercial games that perform blazingly fast.
  • VISUAL FLOWGRAPH: Our unique visual flowgraph enables designers to set up game mechanics, build interactions, and design advanced scripted sequences, without touching a line of code. The flowgraph system integrates seamlessly with Lua script, allowing script programmers to expose their own functions and add new possibilities for gameplay.

  • ROYALTY-FREE LICENSE: Your games you make with Leadwerks are yours. Yours to play, yours to sell, yours to give away, or do whatever you want with. There's no royalties to pay, ever.

Join the community at www.leadwerks.com to learn more.

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Shadmar's Geometry Shader Road to Somewhere Ruins
Blog RSS Feed Report abuse Latest News: So much done, so much more to go!

About The Legendary Maze with 0 comments by HippoKittie on Dec 20th, 2014

We have been working on a mixture of re texturing, remodeling, and in some cases reanimating things in the game. In the last 2 months we have finished making and modeling all of our creatures and environments. We have spent the last 2 weeks implementing everything when we noticed some things where off and have began fixing them since. We have a new trailer in the works (quick preview below) and are exited about our friends and Phoenix&Dragon; taking on the task of giving it and our game some music!

We have brought on both Namuninja (from his own Twitch) and Matt Zion (of Wreckless eating) to do some voice work with is. It is both exciting and frightful. We have went ahead and made the models for their game characters, and thought we would show you one (Matt Zion below) to get a general feel of it. It is early in build so it may look different when finished.

Matt door

We also have been working on a bunch of programming and small things to make sure the game is as functional as possible! One of our testers brought up the question "Why don't you have a start menu or pause menu?" We found ourselves dumbfounded as we hadn't thought a game like this would need it. After a bit of talking we reached out to a good man in the engines forums and he helped provide for us the programs to make the menus. (flowgui) We have a basic version of it up and running (pictured below) and want to make sure it looks as beautiful as it can be!

The first menu

Last but certainly not least we found that some of our textuing we had for the maps would cause drops in frame rate (Yikes!) So we went and re textured everything about the environments with the lag and wanted to show you a picture of part of the changes! (one below). We are doing everything we can to make sure the game runs and looks as good as we can! We do hope to have a demo for you in the next few weeks once we get things working properly!

New textures

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Post comment Comments  (0 - 10 of 27)
Guest
Guest Nov 27 2014, 9:05am says:

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JoshKlint Creator
JoshKlint Dec 18 2014, 3:55pm replied:

When you export a Lua game it includes the Linux executable, so that will work automatically. If you are using C++ you need to compile your game on Linux to get the executable.

+1 vote   reply to comment
demen2010
demen2010 Aug 22 2014, 10:31am says:

hello can i juste know id it easy to learn or hard ?

+2 votes     reply to comment
JoshKlint Creator
JoshKlint Aug 24 2014, 1:08am replied:

We're going for easy. Try the demo on Steam and let me know what you think.

+2 votes   reply to comment
Point.
Point. Jun 1 2014, 5:27pm says:

The thing is catch me, map editor similar to hammer!
Great job, and oh yes, real-time shadows in viewport!

+2 votes     reply to comment
JoshKlint Creator
JoshKlint Jun 9 2014, 6:14pm replied:

It now exports to VMF format, too. I've only tried it with the Left 4 Dead SDK but the texture mapping planes are perfectly retained in Hammer. Also added texture lock mode.

+2 votes   reply to comment
Crypt
Crypt Jun 9 2014, 5:43am replied:

It looks similar but it functions far worse. But the WYSIWYG viewport is quite nice!

+2 votes     reply to comment
Filizitas
Filizitas May 20 2014, 12:48pm says:

Its not crysis. But its good aswell :3 really cool

+2 votes     reply to comment
Crypt
Crypt May 20 2014, 1:24pm replied:

Have you spent any time with this engine at all? The graphics aren't the only thing to look at in an engine, and this one is just not fun and awkward to use, I sincerely wish there was a demo before I bought it.

+2 votes     reply to comment
JoshKlint Creator
JoshKlint May 20 2014, 1:46pm replied:

Specifically what are you having trouble with? We've worked very hard to make the development experience smooth and enjoyable. Was there any problems you ran into?

+2 votes   reply to comment
Crypt
Crypt May 20 2014, 2:59pm replied:

The review I've submitted covers some of the larger points in a bit more detail, but to summarize, everything from navigation, to menus is finicky, hard to work with and slow.

+2 votes     reply to comment
JoshKlint Creator
JoshKlint Jun 9 2014, 6:12pm replied:

Thanks for the feedback. I've been able to address a number of these issues recently. I didn't notice the viewport speed issue until you pointed it out, but once I did it was obvious. I fixed the bug and also added some mouse smoothing to make the navigation more fluid.

A new section for tutorials has also been created on the site here:
Leadwerks.com

And of course there are over 200 pages of documentation here:
Leadwerks.com

You might not be used to the constructive solid geometry approach to level design, but most people find it a lot simpler than trying to scale models precisely or build maps out of raw polygons.

+2 votes   reply to comment
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Highest Rated (2 agree) 8/10

Looks interesting

May 23 2011, 9:52am by Flash112

Lowest Rated (2 agree) 1/10

1- inferior graphics when compared to Leadwerks 2.0... 2- convoluted, misleading and confusing (if not outright deceptive) promotional hype... 3- censorship on the forums of legitimate questions and comments... 4- the head of the company has followed me around the internet trying to get web publishers to delete my critical comments... a long time licensee and proponent for Leadwerks, i can no longer support the company and the direction it is heading... there are other more dependable and less expensive…

Mar 1 2014, 10:11am by MikeHense

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